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I Like Trains
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terrain-deform-2
The I Like Trains game
Dan Goodliffe
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Author
Age
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Stripped down water vertex and simplified shaders
Dan Goodliffe
2024-04-07
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Adjust light view projection matrix upfront
Dan Goodliffe
2024-01-30
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Remove the complications from previously storing several shadow maps in the t...
Dan Goodliffe
2024-01-30
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Geometry shader for single pass shadow maps
Dan Goodliffe
2024-01-28
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Fix network population of position in gBuffer
Dan Goodliffe
2024-01-23
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Bind the network profile in as uniforms
Dan Goodliffe
2024-01-22
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Dynamic number of segments into curve render
Dan Goodliffe
2024-01-21
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Use symbol GL_MAX_GEOMETRY_OUTPUT_VERTICES to lookup the implementation limit...
Dan Goodliffe
2024-01-21
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Pass curve link radius, no recalculate, its constant
Dan Goodliffe
2024-01-20
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Implement basic network curve part shader
Dan Goodliffe
2024-01-20
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Common code between straight/curve network geometry shaders
Dan Goodliffe
2024-01-20
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Implement complete network straight part shader
Dan Goodliffe
2024-01-20
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Render rail network using new shaders
Dan Goodliffe
2024-01-20
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We only need 3x3 matrix for model rotation spec
Dan Goodliffe
2024-01-13
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Update point light shaders for instancing
Dan Goodliffe
2024-01-13
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Fix order or multiple to address reversed rotation
Dan Goodliffe
2024-01-12
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Full implementation passing through light defs from vertex data
Dan Goodliffe
2024-01-11
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Initial commit with working light instancing
Dan Goodliffe
2024-01-10
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Simplify and 'fix' the wave cycle
Dan Goodliffe
2024-01-01
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Run shadow mapper in camera relative space
Dan Goodliffe
2023-12-17
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Fix output of position data to include model position
Dan Goodliffe
2023-12-17
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Use 32bit integer texture for position render data
Dan Goodliffe
2023-12-17
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Shader viewPoint now an integer
Dan Goodliffe
2023-12-03
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Model positions as integers
Dan Goodliffe
2023-11-25
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Switch to millimeters for spatial units
Dan Goodliffe
2023-11-15
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Send position and rotation matrix to GPU separately
Dan Goodliffe
2023-11-13
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Lookup material details once in the vertex shader
Dan Goodliffe
2023-04-27
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Point shaders (shadows) can all share the same implementation now in a single...
Dan Goodliffe
2023-04-26
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Point shaders can all share the same implementation now in a single place
Dan Goodliffe
2023-04-26
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Pop and complete instanced shadow support
Dan Goodliffe
2023-04-26
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Fix location of model matrix in vertex shader
Dan Goodliffe
2023-04-18
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Fix up the way spotlight shader works
Dan Goodliffe
2023-04-17
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Add the dynamicPoint shader for instancing
Dan Goodliffe
2023-04-15
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Rename lots of shader files
Dan Goodliffe
2023-04-15
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Handle different mapmodes in basic shader
Dan Goodliffe
2023-04-14
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Rename clear to opaque as its 1 for solid
Dan Goodliffe
2023-04-13
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Adjust gl_FragDepth according to texel opacity
Dan Goodliffe
2023-04-13
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Update shaders to use material to conditionally lookup sub-texture in the atlas
Dan Goodliffe
2023-04-13
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Fix submitting of integer values via vertex arrays
Dan Goodliffe
2023-04-13
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Move the vertex/fragment shader interface for materials into an include
Dan Goodliffe
2023-04-11
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Move lots of common glsl interface to include files
Dan Goodliffe
2023-04-11
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Basic fragment ahader should use final colour to determine clear flag
Dan Goodliffe
2023-03-14
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Support for model colours mixed with textures
Dan Goodliffe
2023-02-24
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Add rendering support for spot lights
Dan Goodliffe
2023-01-05
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Generate 4 bands of shadow maps
Dan Goodliffe
2022-12-28
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Initial support for multiple shadow maps in the same texture
Dan Goodliffe
2022-12-28
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First cut of view scope shadow mapper view
Dan Goodliffe
2022-12-18
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Tidy up
Dan Goodliffe
2022-12-06
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Do not unilluminate the back of objects
Dan Goodliffe
2022-12-04
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Generate and use a shadow map
Dan Goodliffe
2022-12-04
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